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Merge pull request #2015 from Neerti/12/16/2015_newwizard
Dry-dock phase for Technomancer
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@@ -341,6 +341,8 @@
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var/obj/item/organ/external/affected_organ = get_organ(check_zone(def_zone))
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var/siemens_coeff = base_siemens_coeff * get_siemens_coefficient_organ(affected_organ)
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if(fire_stacks < 0) // Water makes you more conductive.
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siemens_coeff *= 1.5
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return ..(shock_damage, source, siemens_coeff, def_zone)
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@@ -40,6 +40,8 @@ emp_act
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/mob/living/carbon/human/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone)
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var/obj/item/organ/external/affected = get_organ(check_zone(def_zone))
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var/siemens_coeff = get_siemens_coefficient_organ(affected)
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if(fire_stacks < 0) // Water makes you more conductive.
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siemens_coeff *= 1.5
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stun_amount *= siemens_coeff
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agony_amount *= siemens_coeff
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@@ -10,8 +10,11 @@
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if(embedded_flag)
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handle_embedded_objects() //Moving with objects stuck in you can cause bad times.
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if(force_max_speed)
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return -3 // Returning -1 will actually result in a slowdown for Teshari.
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if(CE_SPEEDBOOST in chem_effects)
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return -1
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return -3
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var/health_deficiency = (maxHealth - health)
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if(health_deficiency >= 40) tally += (health_deficiency / 25)
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@@ -44,3 +44,6 @@
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var/failed_last_breath = 0 //This is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks.
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var/lastpuke = 0
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var/evasion = 0 // Makes attacks harder to land. Each number equals 15% more likely to miss. Negative numbers increase hit chance.
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var/force_max_speed = 0 // If 1, the mob runs extremely fast and cannot be slowed.
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@@ -126,6 +126,7 @@
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// redirect the projectile
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P.redirect(new_x, new_y, curloc, src)
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P.reflected = 1
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return -1 // complete projectile permutation
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@@ -155,7 +155,7 @@
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eject_brain()
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death()
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/mob/living/simple_animal/spiderbot/proc/update_icon()
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/mob/living/simple_animal/spiderbot/update_icon()
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if(mmi)
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if(positronic)
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icon_state = "spiderbot-chassis-posi"
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@@ -81,6 +81,7 @@
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var/destroy_surroundings = 0
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var/shuttletarget = null
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var/enroute = 0
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var/ai_inactive = 0 // Set to 1 to turn off most AI actions in Life()
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var/list/resistances = list(
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HALLOSS = 0,
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@@ -135,7 +136,7 @@
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handle_supernatural()
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//Movement
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if(!client && !stop_automated_movement && wander && !anchored)
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if(!client && !stop_automated_movement && wander && !anchored && !ai_inactive)
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if(isturf(src.loc) && !resting && !buckled && canmove) //This is so it only moves if it's not inside a closet, gentics machine, etc.
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turns_since_move++
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if(turns_since_move >= turns_per_move)
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@@ -235,7 +236,7 @@
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adjustBruteLoss(unsuitable_atoms_damage)
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//Hostility
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if(!stat && !client && hostile)
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if(!stat && !client && hostile && !ai_inactive)
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switch(stance)
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if(STANCE_IDLE)
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target_mob = FindTarget()
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@@ -123,7 +123,7 @@
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return
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proc/update_icon() //only for the sake of consistency with the other update icon procs
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update_icon() //only for the sake of consistency with the other update icon procs
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if(stat == CONSCIOUS || stat == UNCONSCIOUS)
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if(previous) //midsection
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icon_state = "spaceworm[get_dir(src,previous) | get_dir(src,next)]" //see 3 lines below
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@@ -31,9 +31,12 @@
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var/obj/screen/gun/run/gun_run_icon = null
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var/obj/screen/gun/mode/gun_setting_icon = null
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var/obj/screen/ling/chems/ling_chem_display = null
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var/obj/screen/wizard/energy/wiz_energy_display = null
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var/obj/screen/wizard/instability/wiz_instability_display = null
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//spells hud icons - this interacts with add_spell and remove_spell
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var/list/obj/screen/movable/spell_master/spell_masters = null
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var/obj/screen/movable/ability_master/ability_master = null
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/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
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A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
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